#include
#include
#include
#include
#pragma comment(lib, "glew32.lib")
GLuint imageFBO;
GLuint imageID;
GLuint depthTextureID;
void SetFrameBufferObject(int fbowidth, int fboheight)
{
// 创建FBO对象
glGenFramebuffersEXT(1, &imageFBO);
// 启用FBO
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, imageFBO);
// 创建纹理
glGenTextures(1, &imageID);
// 启用纹理
glBindTexture(GL_TEXTURE_2D, imageID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, fbowidth, fboheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, imageID, 0);
//
glGenRenderbuffersEXT(1, &depthTextureID);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthTextureID);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,GL_DEPTH_COMPONENT, fbowidth, fboheight);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthTextureID);
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if(status != GL_FRAMEBUFFER_COMPLETE_EXT)
printf( "FBO Initialization Failed.");
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
int IMAGE_WIDTH = 250;
int IMAGE_HEIGHT = 250;
void GenImage()
{
glPushMatrix();
glViewport(0, 0, IMAGE_WIDTH, IMAGE_HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glShadeModel(GL_SMOOTH);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, imageFBO);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_POLYGON);
glColor3f(1.0,0.0,0.0); glVertex3f(-1.0, -1.0, 0.0);
glColor3f(0.0,1.0,0.0); glVertex3f(-1.0, 1.0, 0.0);
glColor3f(0.0,0.0,1.0); glVertex3f(1.0, 1.0, 0.0);
glColor3f(1.0,0.0,0.0); glVertex3f(1.0, -1.0, 0.0);
glEnd();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glPopMatrix();
}
static GLuint texName;
void display(void)
{
// 离屏渲染纹理
GenImage();
glViewport(0,0,250,250);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
//切换屏幕
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,0);
// 启用离屏渲染的纹理影像
glBindTexture(GL_TEXTURE_2D,imageID);
// 创建Mipmap(多重细节层)
glGenerateMipmapEXT(GL_TEXTURE_2D);
// 绘制纹理影像
glBegin(GL_QUADS);
glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, -1.0, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f(1.0, 1.0, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f(1.0, -1.0, 0.0);
glEnd();
glutSwapBuffers();
glDisable(GL_TEXTURE_2D);
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei) w, (GLsizei) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
}
void keyboard (unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
default:
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(250, 250);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
glewInit();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
// 设置创建虚拟屏幕
SetFrameBufferObject(IMAGE_WIDTH, IMAGE_HEIGHT);
glutMainLoop();
return 0;
}